Full Title: Game 3001 Professional Brief 1 ) Fruit Cart Environment - Creating Textures in Painter and Designer (Week 2) (10/10/2022)
Texturing - Creating Alphas)
After the bake I realised just how much height data and additional details I would need to bring out on fruit and varying other meshes. And so as I went along I quickly adapted and made a bunch of alphas for these purposes. Majority of these were grey scale edited photographs of the fruit with values being brought in different angles for surface texture/parts. This helped sell the illusion of depth and variation of varying positions of the fruit however in the future I may simply choose to add this onto the high poly using sculpting software. Since it would bake the detail and save a bit of time perhaps in the long run of texturing. Moving onto my coloured alphas which I made to replicate logos of the two prominently colourful crates “Eros” and “Sungold”. I was luckily able to find more reference online on these crates and companies before I headed into making vector shapes in Photoshop. With additional brush strokes across to sell a more hand painted feel. This treatment of painting I also applied to my signage for Old Man Morris’ stall sign. I used a font base for sizing and placement and then wrote over the top in my best old man handwriting. I figured it would be a little bit fanciful as per the old timey aspect and a lot of market stalls have this very pointed design to their prices.
Designer Material - Woven Wicker)
I began the material with a few strands of shapes provided by the Designer that looked very similar to actual weaves. They were bunched up so I used a lot of nodes to straighten them out and then apply them in a diagonal manner like a pattern. I then had to mask out some of these when following a more vertical weave down since it wasn't that tightly packed in that direction.
Through a few attempts I was able to bring this forward and add a little bit of roughness since it would be relatively light material. I fuzzed up this map since it would give that textural fuzz feeling to it as well as in the base colour map. I used the tiling tools a lot to figure out with “spacebar” how the maps would look in a longer orientation. Unfortunately I know that the lower resolution may crunch some of these details but I hope it survives somewhat cleanly through tri-planar projection.
Designer Material Cart Wood)
The wood nodes were a lot easier to produce since I have been attempting to replicate this material over a couple of projects. I began using a lot more warping and masking effects to break up the streaks that you can project with typical noise maps. And had a lot of seeds to edit and changeup how noisy the pattern projects with since I know it might suffer tiling issues should it be too broken vertically.
For AO I used a light occlusion across a similar grey map of the values since there aren't too big crevices for the wood; it's primarily based on tone. In my roughness I also opted for quite a dry sleek look since the cart would be exposed a lot to the elements and might not be fully clean/polished as it was off the tree.
Painter Texturing - Cart)
Luckily with my diverse set of masks pre-made with vertex painting I was able to apply my wooden designer material and tweak its orientation along my UV’S with ease. I had to add additional edge wear alongside a lot of the wood with the alphas since I realised it fell too clean once again. And very predictable in a too perfect game sense. I also enjoyed dropping a few gradients alongside the base colour channels to help darken down areas that would naturally occlude/dirty close by to other parts such as the wheel cylinders and the underside of the wooden legs. My final polishes fell upon the nail alpha that would simply be added on a plane but held an important role in hiding symmetry along my material plus providing support for the realism of the planks.
Painter Texturing - Crates)
For my crates I individually worked on each crate per its own folder and delegated masks. Taking on the dark plastic first with oranges since it was easiest in colour values. I could also add the height masks on top with my alphas to play around with how dark the values had to be to bring out a realistic grain atop the oranges. Plus the finer details of the dotted stumps of which the fruits grew and dropped from. Unfortunately this crate also proved that opacity was a no go since the side angle views revealed the oranges to be completely flat. Perhaps if I had made a tiling orange material and set it up inside it would be more convincing however I did not have much geometry to work with so I will have to stick with this compromise for now. Moving onto more crates the “Sungold” and “Eros” crates each were very similar in cardboard design and so were quite easy to set out noise maps for that rough cardboard edge. For the colour logos I had to use triplanar mapping onto the corners and faces afflicted and mask out any overlap with actual fruits. Within my wooden crates I was able to export a really light variant of my crate wood to use as a light tinge onto my crates and it gave a convincing wood grain that I was able to paint metallic staples onto.
Painter Texturing - Fruit)
For my fruit I began at first on my apples since they were the easiest to apply gradients to. Alongside speckle a bit of dotting/lining that apples have going vertically. Due to my baking previously I was able to set up easy to use Vertex Colour ID maps for my fruits and after applying a series of painting and more polishing via brush to the apple I could replicate the result on the bundle of apples. I also used my alphas to help add height detail to the top and bottom stem of the apples and many other fruits. Some more unique processes in texturing occurred during my pineapple in which I had to break down the fruit's shell-like exterior into 3 alphas. I then experimented with various tiling methods before setting on tri planar projection since it captured the pattern well along seams. Duplicating this layer helps me keep the orientation of the tri planar texture along other alphas which I added on top. With the base representing green, the middle shell as orange/brownish and the topmost layer yellow/whitish. For a final polish I decided to also paint the top and bottom of the pineapple darker since that would be the section which would interact most with the world in placement alongside the top being connected to the foliage.
Painter Texturing - Environmental Decor)
Similarly to my other texturing processes, I took the Vertex Paint maps to curate masks across the entire texture set to delegate each mesh/material to. I would have a lot of metallic in this material so I ensured to paint the value white on appropriate zones. With further painting, a lot of my textures were built up from base colouring first, roughness distribution in edge wear/noise blends and further polish with hand painting. Particularly on meshes such as signage and the thermos I added additional decals to provide branding to the maker. I was able to luckily recreate and apply an old logo of the “Stanley” thermos before they rebranded to a more modernised look to keep that old timey 1960s aesthetic. For my signage I used my previously hand painted alphas for pricing and Old Man Morris’ fruit cart brand which displayed prices in shillings, placing the time period to prior decimation of the UK currency. I also spent a copious amount of time calculating how much fruits should be priced upon during the time period and inflated prices per the very limited import possibilities at such an early commercial period. Moving back to texturing however I was able to paint a lot of rust and wear into my assets minus the book, pencil and cane of which I wanted to be less affected due to their importance to the old man and placement at higher elevation.
Final Thoughts:
In terms of development thus far the texturing process was quite time consuming in terms of problems encountered during the baking process. I also feel I would have gotten a lot more out by applying further surface detail in Zbrush to my high polys rather than staying entirely in 3DSMax with turbosmooth. However with time constraints I will consider this process for the secondary future brief to get more unique surface detail. On the other hand I learnt a lot about height alpha detailing in Painter and have definitely sped up my workflow in mask generation. I also gained a better understanding of roughness values in my work and am continuously working to improve my materials as they go on. I may have to apply a few more polish passes after getting some feedback later on.




























